A weird problem.

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Level 37
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Aug 14, 2006
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I have a problem. In the first cinematic, part 1, I can't see almost anything. However, after the cinematic 1, part 1, everything seems to be working fine. I mean, cinematic 1, part 2 works perfectly.

Look at the picture and the triggers. I really wonder how I can fix this. I really want to see something in the first part of the cinematic!



  • Start Things
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Cinematic - Turn cinematic mode On for (All players)
      • Sound - Stop music Immediately
      • Sound - Clear the music list
      • Sound - Play Chapter_Start <gen>
      • Cinematic - Fade out over 0.00 seconds using texture White Mask and color (0.00%, 0.00%, 0.00%) with 0.00% transparency
      • Cinematic - Apply a filter over 2.00 seconds using No blending on texture war3campImported\Chapter 6 - Kar'Gath512x512.blp, starting with color (0.00%, 0.00%, 0.00%) and 0.00% transparency and ending with color (100.00%, 100.00%, 100.00%) and 100.00% transparency
      • Wait 2.00 seconds
      • Cinematic - Apply a filter over 14.00 seconds using No blending on texture war3campImported\Chapter 6 - Kar'Gath512x512.blp, starting with color (100.00%, 100.00%, 100.00%) and 100.00% transparency and ending with color (100.00%, 100.00%, 100.00%) and 100.00% transparency
      • Wait 14.00 seconds
      • Cinematic - Apply a filter over 4.00 seconds using No blending on texture war3campImported\Chapter 6 - Kar'Gath512x512.blp, starting with color (100.00%, 100.00%, 100.00%) and 100.00% transparency and ending with color (0.00%, 0.00%, 0.00%) and 0.00% transparency
      • Wait 4.00 seconds
      • -------- lZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZl --------
      • Unit - Unhide AAAFradz
      • Unit - Unhide AAAPhodom
      • Trigger - Run First Cinematic <gen> (checking conditions)

  • Actions
    • Countdown Timer - Show Cin_Skp_Win
    • Countdown Timer - Start Cin_Skp_Timer as a One-shot timer that will expire in 3.00 seconds
    • Trigger - Turn on Skip Cinematic <gen>
    • Wait 3.00 seconds
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      • If - Conditions
        • Cinematic_Skip Equal to True
      • Then - Actions
        • -------- Variables & Countdown Timer --------
        • Set Cinematic_Skip = False
        • Countdown Timer - Hide Cin_Skp_Win
        • -------- Set Things As They Should Be After The Cinematic --------
        • Custom script: call Fog2Fog( 3000.0 , 0.991 , 0.092 , 0.137 , 0.1 )
        • Sound - Reset all volume channels to 100%
        • Sound - Play A_Swamp <gen>
        • Unit - Move AAAFradz instantly to (Center of C1 F2 <gen>), facing (Center of Huh <gen>)
        • Unit - Move AAAPhodom instantly to (Center of C1 P2 <gen>), facing (Center of Huh <gen>)
        • -------- Turn On/Off, Run --------
        • Trigger - Turn off Skip Cinematic <gen>
        • Trigger - Run First Cinematic End <gen> (checking conditions)
        • Skip remaining actions
      • Else - Actions
        • -------- Variables & Countdown Timer --------
        • Set Cinematic_Skip = False
        • Countdown Timer - Hide Cin_Skp_Win
        • -------- Turn On/Off, Run --------
        • Trigger - Turn off Skip Cinematic <gen>
    • Custom script: call Fog2Fog( 3000.0 , 0.200 , 0.200 , 0.200 , 0.1 )
    • -------- === PART 1 === --------
    • Cinematic - Fade in over 1.00 seconds using texture Black Mask and color (0.00%, 0.00%, 0.00%) with 0.00% transparency
    • Camera - Apply C1 Part 1 Cam 1 <gen> for Player 1 (Red) over 0.00 seconds
    • Sound - Set music volume to 100.00%
    • Sound - Play Temple_Music <gen>
    • Unit - Order Black_Hooded_Man to Move To (Center of First Cinematic BHM <gen>)
    • Wait 2.00 seconds
    • Cinematic - Send transmission to (All players) from Black_Hooded_Man named Black Hooded Man: Play No sound and display Master?. Modify duration: Set to 2.00 seconds and Wait
    • Cinematic - Send transmission to (All players) from Dragon Lord (Demon) 0244 <gen> named ?: Play No sound and display What is it, my serv.... Modify duration: Set to 2.00 seconds and Wait
    • Camera - Apply C1 Part 1 Cam 2 <gen> for Player 1 (Red) over 8.00 seconds
    • Cinematic - Send transmission to (All players) from Black_Hooded_Man named Black Hooded Man: Play No sound and display I thought you just .... Modify duration: Set to 8.00 seconds and Wait
    • Camera - Apply C1 Part 1 Cam 3 <gen> for Player 1 (Red) over 0.00 seconds
    • Camera - Apply C1 Part 1 Cam 4 <gen> for Player 1 (Red) over 3.00 seconds
    • Cinematic - Send transmission to (All players) from Dragon Lord (Demon) 0244 <gen> named ?: Play No sound and display Yes, I already know.... Modify duration: Set to 3.00 seconds and Wait
    • Camera - Apply C1 Part 1 Cam 5 <gen> for Player 1 (Red) over 0.00 seconds
    • Cinematic - Send transmission to (All players) from Black_Hooded_Man named Black Hooded Man: Play No sound and display Then why have you n.... Modify duration: Set to 4.00 seconds and Wait
    • Camera - Apply C1 Part 1 Cam 6 <gen> for Player 1 (Red) over 0.00 seconds
    • Camera - Apply C1 Part 1 Cam 7 <gen> for Player 1 (Red) over 10.00 seconds
    • Unit - Make The_Lord face Black_Hooded_Man over 0.30 seconds
    • Cinematic - Send transmission to (All players) from Dragon Lord (Demon) 0244 <gen> named ?: Play No sound and display Patience my servant.... Modify duration: Set to 10.00 seconds and Wait
    • Camera - Apply C1 Part 1 Cam 8 <gen> for Player 1 (Red) over 0.00 seconds
    • Camera - Apply C1 Part 1 Cam 9 <gen> for Player 1 (Red) over 20.00 seconds
    • Cinematic - Send transmission to (All players) from Black_Hooded_Man named Black Hooded Man: Play No sound and display Ah, of course, in t.... Modify duration: Set to 20.00 seconds and Wait
    • Camera - Apply C1 Part 1 Cam 10 <gen> for Player 1 (Red) over 0.00 seconds
    • Cinematic - Send transmission to (All players) from Dragon Lord (Demon) 0244 <gen> named ?: Play No sound and display Reduce the security.... Modify duration: Set to 8.00 seconds and Wait
    • Cinematic - Send transmission to (All players) from Black_Hooded_Man named Black Hooded Man: Play No sound and display Of course, excuse m.... Modify duration: Set to 5.00 seconds and Wait
    • Unit - Order Black_Hooded_Man to Move To (Center of Galeoth <gen>)
    • Cinematic - Fade out over 2.00 seconds using texture Black Mask and color (0.00%, 0.00%, 0.00%) with 0.00% transparency
    • Sound - Set music volume to 90.00%
    • Wait 0.50 seconds
    • Sound - Set music volume to 80.00%
    • Wait 0.50 seconds
    • Sound - Set music volume to 70.00%
    • Wait 0.50 seconds
    • Sound - Set music volume to 60.00%
    • Wait 0.50 seconds
    • Sound - Set music volume to 50.00%
    • Wait 0.50 seconds
    • Sound - Set music volume to 40.00%
    • Wait 0.50 seconds
    • Sound - Set music volume to 30.00%
    • Wait 0.50 seconds
    • Sound - Set music volume to 20.00%
    • Wait 0.50 seconds
    • Sound - Set music volume to 10.00%
    • Wait 0.50 seconds
    • Sound - Stop music Immediately
    • Sound - Clear the music list
    • Wait 2.00 seconds
    • -------- === PART 2 === --------
    • Cinematic - Fade in over 1.00 seconds using texture Black Mask and color (0.00%, 0.00%, 0.00%) with 0.00% transparency
    • Custom script: call Fog2Fog( 3000.0 , 0.991 , 0.092 , 0.137 , 0.1 )
    • Sound - Play A_Swamp <gen>
    • Sound - Set music volume to 100.00%
    • Camera - Apply C1 Part 2 Cam 1 <gen> for Player 1 (Red) over 0.00 seconds
    • Camera - Apply C1 Part 2 Cam 2 <gen> for Player 1 (Red) over 6.00 seconds
    • Wait 2.00 seconds
    • Unit - Move AAAPhodom instantly to (Center of Inst Move Here <gen>)
    • Unit - Order AAAPhodom to Move To (Center of C1 P1 <gen>)
    • Wait 2.00 seconds
    • Unit - Move AAAFradz instantly to (Center of Inst Move Here <gen>)
    • Unit - Order AAAFradz to Move To (Center of C1 F1 <gen>)
    • Wait 2.00 seconds
    • Cinematic - Send transmission to (All players) from AAAPhodom named Phodom: Play No sound and display Strange, this looks.... Modify duration: Set to 10.00 seconds and Don't wait
    • Camera - Apply C1 Part 2 Cam 3 <gen> for Player 1 (Red) over 0.00 seconds
    • Camera - Apply C1 Part 2 Cam 4 <gen> for Player 1 (Red) over 4.00 seconds
    • Wait 4.00 seconds
    • Camera - Apply C1 Part 2 Cam 5 <gen> for Player 1 (Red) over 0.00 seconds
    • Camera - Apply C1 Part 2 Cam 6 <gen> for Player 1 (Red) over 6.00 seconds
    • Wait 6.00 seconds
    • Camera - Apply C1 Part 2 Cam 7 <gen> for Player 1 (Red) over 0.00 seconds
    • Cinematic - Send transmission to (All players) from AAAFradz named Fradz: Play No sound and display Really? This is exa.... Modify duration: Set to 6.00 seconds and Don't wait
    • Unit - Make AAAFradz face AAAPhodom over 0.30 seconds
    • Wait 4.46 seconds
    • Animation - Play AAAFradz's Spell animation
    • Wait 1.53 seconds
    • Animation - Reset AAAFradz's animation
    • Cinematic - Send transmission to (All players) from AAAPhodom named Phodom: Play No sound and display Why would anybody w.... Modify duration: Set to 6.00 seconds and Don't wait
    • Unit - Make AAAPhodom face (Center of Huh Copy <gen>) over 0.30 seconds
    • Camera - Apply C1 Part 2 Cam 7 <gen> for Player 1 (Red) over 0.00 seconds
    • Camera - Apply C1 Part 2 Cam 8 <gen> for Player 1 (Red) over 6.00 seconds
    • Wait 0.50 seconds
    • Animation - Lock AAAPhodom's Head to face AAAFradz, offset by (0.00, 0.00, 90.00)
    • Wait 1.50 seconds
    • Animation - Reset AAAPhodom's body-part facing
    • Unit - Make AAAFradz face (Center of Huh <gen>) over 0.30 seconds
    • Wait 4.00 seconds
    • Camera - Apply C1 Part 2 Cam 9 <gen> for Player 1 (Red) over 0.00 seconds
    • Camera - Apply C1 Part 2 Cam 10 <gen> for Player 1 (Red) over 7.00 seconds
    • Unit - Order AAAFradz to Move To (Center of C1 F2 <gen>)
    • Animation - Lock AAAPhodom's Head to face AAAFradz, offset by (0.00, 0.00, 90.00)
    • Wait 0.50 seconds
    • Unit - Make AAAPhodom face (Center of C1 F2 <gen>) over 0.30 seconds
    • Wait 0.50 seconds
    • Cinematic - Send transmission to (All players) from AAAFradz named Fradz: Play No sound and display Because evil superv.... Modify duration: Set to 6.00 seconds and Wait
    • Animation - Reset AAAPhodom's body-part facing
    • Unit - Make AAAFradz face AAAPhodom over 0.30 seconds
    • Cinematic - Send transmission to (All players) from AAAPhodom named Phodom: Play No sound and display Be more serious abo.... Modify duration: Set to 6.00 seconds and Don't wait
    • Animation - Reset AAAPhodom's body-part facing
    • Unit - Order AAAPhodom to Move To (Center of C1 P2 <gen>)
    • Camera - Apply C1 Part 2 Cam 11 <gen> for Player 1 (Red) over 0.00 seconds
    • Camera - Apply C1 Part 2 Cam 12 <gen> for Player 1 (Red) over 6.00 seconds
    • Cinematic - Fade out over 6.00 seconds using texture Black Mask and color (0.00%, 0.00%, 0.00%) with 0.00% transparency
    • Wait 6.00 seconds
    • Animation - Reset AAAFradz's body-part facing
    • Wait 5.00 seconds
    • Trigger - Run First Cinematic End <gen> (checking conditions)
 

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Last edited:
Level 11
Joined
May 31, 2008
Messages
698
ya im not sure but i think this might be the problem
Custom script: call Fog2Fog( 3000.0 , 0.200 , 0.200 , 0.200 , 0.1 )
Cuz thats the only thing that i could see that might be wrong cuz for ur other fog the values are different (except for first and last ones)
Cuz that picture looks like there is just waaaaaaay too much fog. But that actually looks like a fade filter cuz the bottom is darker than the top, maybe Ground Fog fade filter? Either that or the Haze and Fog fade filter (i get these confused, one has top darker the other has bottom darker)
 
Level 37
Joined
Aug 14, 2006
Messages
7,601
Ye, but I use that same fog in later and then it works perfectly. I mean, that value I give [ Custom script: call Fog2Fog( 3000.0 , 0.200 , 0.200 , 0.200 , 0.1 )] will work later. You can see units, doodads, etc with that value. But why it does not work in the first cinematic, part 1?

This is really weird.......

By the way, here's the jass script for that fog system.

JASS:
//TESH.scrollpos=32
//TESH.alwaysfold=0

// tarttet nää 2 functioo, kopsaa nää

function FogIsChanging takes nothing returns nothing
     local real zend = udg_F_ZEndNow + udg_F_ZEndTic
     local real red = udg_F_RedNow + udg_F_RedTic
     local real green = udg_F_GreenNow + udg_F_GreenTic
     local real blue = udg_F_BlueNow + udg_F_BlueTic
     if zend < 0 then
         set zend = 0
     endif
     if red < 0 then
         set red = 0
     else
         if red > 100 then
             set red = 100
         endif
     endif
     if green < 0 then
         set green = 0
    else
         if green > 100 then
             set green = 100
         endif
     endif
     if blue < 0 then
         set blue = 0
    else
         if blue > 100 then
             set blue = 100
         endif
     endif
     call SetTerrainFogEx(0,0.0,zend,0.0,red,green,blue)
     set udg_F_ZEndNow = zend
     set udg_F_RedNow = red
     set udg_F_GreenNow = green
     set udg_F_BlueNow = blue
     set udg_F_Tics = udg_F_Tics - 1
     if udg_F_Tics <= 0 then
         call PauseTimer(udg_F_Timer)
         set udg_F_FogChange = false
     endif
endfunction

function Fog2Fog takes real ZEnd, real Red, real Green, real Blue, real Time returns nothing
     set udg_F_Tics = R2I(Time / 0.03)
     set udg_F_ZEndTic = ( ZEnd - udg_F_ZEndNow ) / udg_F_Tics
     set udg_F_RedTic = ( Red - udg_F_RedNow ) / udg_F_Tics
     set udg_F_GreenTic = ( Green - udg_F_GreenNow ) / udg_F_Tics
     set udg_F_BlueTic = ( Blue - udg_F_BlueNow ) / udg_F_Tics
     if udg_F_FogChange == false and udg_F_ZEndTic != 0 and udg_F_RedTic != 0 and udg_F_GreenTic != 0 and udg_F_BlueTic != 0 then
         call TimerStart(udg_F_Timer,0.03,true,function FogIsChanging)
         set udg_F_FogChange = true
     endif
endfunction
 
Level 37
Joined
Aug 14, 2006
Messages
7,601
I was today searching the problem. It can't be other triggers, I checked. I also terminated one buy one triggers and tested. There was no a single trigger that did this. This is really, really strange.

Is it possible that the trigger itself is corrupted somehow? Or that some triggers together will make things bugful? I really have lost my hope with this case.

Kitabatake and Viikuna(the maker of fog system) also tried to help me, both didn't find anything.
 
Level 14
Joined
Jul 1, 2008
Messages
1,314
how about just remaking he whole trigger in a sepparate map? ... i guess there is something with triggers crashing together, you didnt find it maybe, so yeah, just remake this trigger in a little test map.
If this one works, import it and see if the fog problem is there again.
Maybe there is a problem with a bj_Last_blabla variable, because transmission functions use many of them...

i dont know if GUI triggers can be corrupted or not, but it could be possible with those bj_Things
 
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